Former Hero, Solo Play Oriented
PAID Chapter 136
**[Second Named Boss]**
**[Level 53]**
**[Death Knight Zakham]**
**[HP: 477,755,143 / 500,000,000 (95%)]**
*Boom, clang!*@@novelbin@@
I blocked the massive greatsword aimed at me. The sound of metal clashing with metal rang loudly. Despite the impact of Zakham's heavy sword, which seemed strong enough to drive my legs into the ground, I didn’t take any damage. It was a perfect *Just Guard*, nullifying the damage completely.
If I had been alone, I would have easily dodged out of the attack range and continued my assault. But handling a *solo play* and a *party play* requires different approaches.
Zakham's four-swing greatsword combo isn’t just a simple pattern. If I dodge while moving positions, the second hit will chase me. In party play, it’s crucial for the tank to keep the boss's head fixed in one direction.
The problem is, maintaining a block like this makes it difficult to land hits between Zakham’s fast attacks.
For classes like swordsman or fighter, which can efficiently serve as tanks, there’s a skill known as *threat enhancement*. Normally, you’d activate it while blocking to maintain aggro with minimal damage output.
But…
*Shing.*
I lowered my stance, keeping my sword ready.
"I can maintain aggro just fine with my damage, while keeping his head locked."
*Boom!*
*Flash!*
On the second swing, I used *Instant Slash* from my lowered stance, slicing through Zakham’s waist and moving behind him. Now I was positioned at his back. In about 0.5 seconds, Zakham would turn and slam his greatsword down at me. At the same time, the melee DPS behind him, who had been safely dealing damage, would suddenly be within his attack range.
However…
*Swish.*
*Boom!*
Zakham's greatsword slammed into the ground, but not behind him—at his front. I had already moved back to Zakham’s front. Naturally, due to my invulnerability, I didn’t take any damage.
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